Guns/Turrets attack as
HD 4 monsters, have an AC of 5 and can be destroyed after
suffering 12 hp damage each. Roll on Gun/Turret Subtable below for
type.

02

Cage Trap

Standard

Two types, dropping door
that locks into place or heavy cage that drops onto target area.
Save vs stun or be trapped in cage. Does no damage, but difficult
to escape. May be baited, see Trap Bait Subtable below.

03

Caltrop Field

Location

A 30 foot radius field
of broken glass, razor sharp shards of metal, spiky plant
material, or caltrops. Move at 1/3 normal movement or save vs stun
every 10 feet of travel or take 1d4 damage to bare feet, half if
wearing shoes or boots and reduce movement by 10%. 25% chance that
caltrops are poisoned, rusted, or disease-laden.

04

Deadfall

Standard

A heavy object designed
to fall and crush victims if trigger is activated. Save vs stun or
take 4d6 damage.

05

Electro-Magnet Trap

Any

This trap only affects
metals. 75% chance of losing any metal object held in hand or not
securely attached to body. 50% chance of metal objects that are
securely held being ripped into electro-magnet. 25% chance of
metal armor wearing creature to be stuck into electro-magnet.
Electro-magnet may be located in ceiling, floor, or wall.

Releases an anesthetic
gas in a 30 foot radius. Save vs poison to hold breath unless
protected from poisonous gasses or lose consciousness for 4d4
turns. Victims cannot be awakened inside the gas, but slapping or
wounding a victim removed from the gas will awaken them.

18

Gas Vent: Smoke/Choking

Standard

Releases a cloud of
smoke in a 30 foot radius. Save vs poison to hold breath unless
protected from poisonous gasses or suffer the effects of an
irritant gas grenade. Regardless of saving throw or protection
from gasses, visibility is obscured as per smoke grenades.

19

Guillotine Trap

Any

A large, heavy blade
which drops from the ceiling. The character must make a DEX check
or suffer 3d6 damage from the falling blade. The blade may block
the route if large enough (30% chance), unless it is designed to
automatically reset (50% chance).

20

IED: Baby Carriage Bomb

Proximity

This trap periodically
emits the sound of a crying baby. Creatures approaching within 10
feet of the trap activate it. Make a DEX check to get out of the
30 foot blast radius or take 6d6 damage.

21

IED: Exploding Barrel

Special

Exploding Barrels will
only detonate if attacked and 10 or more points of damage are done
to the barrel. The barrel does 6d6 damage to everything within 30
feet.

22

IED: Exploding Fruit

Special

Exploding Fruit will
only detonate if attacked and 5 or more points of damage are done.
The fruit does 4d6 damage to everything within 10 feet.

23

IED: Exploding Toilet

Pressure Plate

Exploding Toilets will
detonate if the pressure plate hidden under the seat is disturbed.
Toilets do 5d6 damage to everything within 20 feet.

24

IED: Exploding Vehicle

Special

Exploding Vehicles are
those either with sufficient fuel to combust, or those
deliberately rigged to explode. In either case, if the vehicle
takes 25 or more points of damage, it will catch fire and explode,
doing 12d6 damage to everything within 150 feet.

25

IED: Flame Fougasse

Mine

Essentially this is a
flame-throwing mine that otherwise functions identically to an
Exploding Barrel.

26

IED: Grenade Trap

Trip

When tripped, this trap
activates 1d4 grenades that detonate. While the grenades can be of
just about any type, most (90%) of grenade traps use a
fragmentation type grenade.

27

IED: Microwave Oven

Timed

This is a microwave oven
that has been modified into a time bomb. It does 5d6 damage and
has a blast radius of 20 feet.

28

IED: Molotov Cocktail

Trip

This variant of grenade
trap drops a molotov cocktail.

29

IED: Nail Bomb

Mine

Nail Bombs are explosive
traps modified with many bits of shrapnel (metal darts ,
flechettes, metal balls, nails, razors, and other bits of metal)
to increase the destructive potential of the explosive. The blast
does 7d6 damage in a 50 foot radius.

30

IED: Pipe Bomb

Mine

Pipe Bombs are
improvised explosives that are essentially weak frag grenades.
They do 4d6 damage in a 15 foot radius.

31

IED: Pressure Cooker
Bomb

Mine

Improvised bombs created
by packing explosives into a pressure cooker. The blast does 8d6
damage in a 60 foot radius.

32

IED: Satchel Charge

Mine

Any class of satchel
charge can be rigged to act as a trap.

33

IED: Time Bomb

Timed

Time bombs are simply
simple explosives rigged to detonate when coupled to a timer.
Damage is determined by rolling 2d4 and multiplying the radius and
damage by that of dynamite. I.e. 6 sticks of dynamite would do
18d6 fire damage to a 30 foot radius.

34

Laser Cutting Trap

Sensor

This type of trap relies
on special laser emitters which block the passageway, either as a
tripwire or decapitation wire, or a portcullis like obstruction.
Make a DEX check or suffer 5d6 damage to legs or neck from the
wire type, or 30d6 damage from the portcullis type.

35

Liquid Pool: Gasoline

Special

A 30 foot radius pool of
flammable liquid which may be ignited by any open flame source
(such as a torch, lighter, firearm discharge, explosion, etc.).
Igniting the liquid results in a flaming explosion that does 10d6
fire damage.

36

Liquid Pool: Slippery
Liquid

Location

A 30 foot radius of
liquid with a low friction quotient. Attempting to walk on the
surface requires a DEX check with a -4 penalty to avoid slipping
and falling.

37

Liquid Sprayer: Acid

Standard

A projectile device that
acts as a 2HD attacker and shoots a stream of acid 30 feet that
does 4d6 acid damage.

38

Liquid Sprayer:
Cryogenic

Standard

A projectile device that
acts as a 2HD attacker and shoots a stream of cryogenic liquid 30
feet that does 4d6 cold damage.

39

Liquid Sprayer: Glue

Standard

A projectile device that
acts as a 2HD attacker and shoots a stream of adhesive liquid 30
feet that If a victim is struck they are covered in sticky glue
and must make a saving throw vs energy attacks or be stuck to the
floor, a wall, or object. To break free of the surface they must
have a strength of 14 or higher, and if successful, taking one
turn to break free, they take 2d4 points of damage from parts left
behind. To remove an object like a weapon or gadget from a
character who has been covered in glue, the victim must make a
save versus poison and, if successful, takes 1d4 points of damage.

40

Liquid Sprayer: High
Pressure

Standard

This projector sprays a
high pressure liquid out to 20 feet that does 3d4 damage. Attacks
as a 2HD creature.

41

Liquid Sprayer: Paint

Standard

A liquid projector that
sprays paint, ink, or dye out to 20 feet. Attacks as a 2HD
creature. Generally marks the target in a color. May glow or be
distinctive at ML's discretion. There is a 1 in 6 chance of
blinding the target, Save vs Poison to avoid being blinded.

42

Liquid Sprayer: Poison

Standard

A liquid project attack
as a 2HD creature which projects a poisonous liquid out to 30
feet. There is a 2 in 6 chance of catching the liquid in the eyes
or mouth. Save vs poison to avoid taking Class 1d8 poison damage
or being blinded.

43

Liquid Sprayer: Steam
Vent

Standard

Releases a very hot
steam that does 4d6 heat damage in a 30 foot radius.

44

Machine Bulk Item
Dropper

Location

This is less of a "trap"
and more of a machine hazard. A bulk item dropper is a machine
which periodically releases a large amount of bulk materials such
as balls, grains, metal balls, plastic pellets, rice, sand, etc.
While nominally designed to discharge into a bulk container of
some sort, there may not be a bulk container in which to discharge
the material (60% chance). Characters encountering such a device
as it discharges (2 in 6 chance of discharging) or exploring the
interiors large bulk containers (often mobile containers like mine
carts, conveyer feed crates, vehicle trailers, etc.) must make a
DEX check or be hit by a sizable quantity of bulk material that
does 2d6 damage. They must make a saving throw vs stun attacks
with a -2 penalty or they risk becoming buried under the large
quantity of material as well, requiring 1d4+1 rounds to free
themselves. If 19 or 20 is rolled on the saving throw vs stun
attacks, the character has been knocked unconscious and cannot
free themselves from the material. If knocked unconscious, the
character begins to suffocate in CON/2 rounds (round down), unless
freed by their comrades.

45

Machine Chomper

Location

Chompers are machine
hazards consisting of snapping metal jaws into which a creature
could come into contact with. If a character is thrown, knocked,
or otherwise dumped into the chomper, they take 4d10 damage. If
carried into the chomper, such as being on a conveyer or other
moving platform, they make make a DEX check to avoid the jaws.

46

Machine
Crushing/Smashing Press

Location

Crushing and smashing
machine presses are large machine hazards which have two large
walls smashed together to press objects that are in them flat.
They typically do 12d6 damage to a 10 x 10 foot area, but some
larger machines may exist.

47

Machine Feed Hopper

Location

This type of machine
hazard is generally only dangerous if a victim falls in to an open
hopper bin. This is the upper section of a machine bulk item
dropper. If a character is thrown, knocked, or otherwise dumped
into the hopper, they take 1d4 damage and must make a saving throw
vs stun attacks or become stuck in the bulk material and begin
sinking at a rate of one foot per round, or two feet per round if
they struggle. It generally takes 1d6 rounds for a human-sized
creature to be completely buried, at which point they begin
suffocating/drowning and will last CON/2 rounds (round down).
Those who fall into a feed hopper cannot free themselves, they
must have help. A total of 20 strength points are needed to pull
out small creatures. 30 strength points are required to rescue
human-sized creatures. 80 strength points are required to save
large creatures.

48

Machine Grabbing Arm

Sensor

Grabbing Arms are
machine arms designed to grab and move objects. While these
machine hazards come in different sizes, they attack as 4HD
creatures and generally require 20 strength points to be opened if
they grasp a creature. While they only do 1d6 damage when grabbing
a creature, they tend to deposit the creature by dropping it into
something else, such as machine chompers, feed hoppers, smashing
presses, conveyer belts, machine grinders, roller presses, or
vacuum chambers.

49

Machine Grinder

Location

A machine hazard
composed of grinding teeth (such as a wood chipper, snow blower,
rock crusher, etc.). Since they are large machines, they tend to
do 4d8 or more damage per round if they are fallen or thrown into.

50

Machine Roller Press

Location

Roller presses are
machine hazards which consist of two rotating drums which flatten
materials which pass through the rollers. They do 6d8 damage if
encountered.

51

Machine Vacuum Chamber
Trap

Location

As per decompression
chamber, Mutant Future, page 137.

52

Mine: Bounding

Mine

Does 10d6 damage in a 90
foot radius.

53

Mine: Concussion

Mine

Does 75 hp damage to
everything in a 150 foot radius.

54

Mine: Cryogenic

Mine

Does 8d6 cold damage in
a 60 foot radius.

55

Mine: Directional

Mine

Does 12d6 damage in a 60
degree arc up to 150 feet from mine. Does 6d6 damage between 150
and 300 feet from mine.

56

Mine: Dirty Radiation

Mine

As per Dirty Radiation
Bomb, Mutant Future, page 120.

57

Mine: EMP

Mine

Does 5d8 damage in a 60
foot radius against robots, cyborgs, and androids (excluding
replicants) unless the creature in question has specific
countermeasures, in which case the blast has no effect. It does
minimum damage (5 hp) against living creatures.

58

Mine: Fragmentation

Mine

Does 10d6 damage in a 40
foot radius.

59

Mine: Incendiary

Mine

Does 10d6 fire damage in
a 60 foot radius.

60

Mine: Plasma

Mine

Totally disintegrates
everything in a 90 foot radius.

61

Mine: Sonic

Mine

62

Noose Trap

Tension Cable

This is a snare trapped
designed to connect around the throat of a creature. Save vs death
or die. On a successful save, will suffocate in CON/2 rounds
(round down).

63

Pendulum Trap

Standard

Characters must save
versus stun attacks or be hit by a swinging weight, roll on the
Pendulum Trap Type Subtable below.

64

Pit Trap: Acid Vat

Location

Fall 1d4x10 feet into a
1d4x10 foot deep pool of acid. Save vs death or die. On a
successful save, still take 3d10 damage per round.

65

Pit Trap: Basic Pit

Location

An uncovered pit, that
is 1d6x10 feet deep and does 1d6 damage per 10 feet fallen.

A trap such as a trap
door over a slide, stairs designed to collapse into a slide, and
similar. The chute is 2d4x10 feet long, dropping 1d6x10 feet, and
doing 1d4 damage per 10 feet slid, unless (20% chance) there is a
soft landing at the bottom (in which case, reduce damage by half).

68

Pit Trap: Collapsing
Bridge

Location

This is a bridge of some
type that has been sabotaged to fail. There is a 2 in 6 chance of
noticing that the bridge is designed to fail. Roll 2d4x10 to
determine how deep the pit or chasm below the bridge is.

69

Pit Trap: Drowning Pit

Location

Fall 1d4x10 feet into
1d4x10 foot deep water. See Swimming on page 38 of Mutant Future.
There is a 10% chance of treasure at the bottom of the pit.

70

Pit Trap: Fire Pit

Location

Also known as
incinerators, these traps do 12d6 fire damage per round.

71

Pit Trap: Lava Pit

Location

Creatures must make a
saving throw vs death or die. A successful save still results in
12d6 damage per round.

72

Pit Trap: Pushing Wall

Location

A hydraulically driven
section of wall will attempt to knock victims into a Basic Pit
Trap. Make a DEX check with a -2 penalty for every creature in a
10 foot area.

73

Pit Trap: Spiked Pit

Location

As per Basic Pit Trap,
but if a character falls in, they will also strike 1d4 spikes
which do an additional 1d6 damage each.

74

Pit Trap: Trapdoor

Location

A covered version of the
Basic Pit Trap. There is a 3 in 6 chance of detecting the
trapdoor.

75

Pit Trap: Weak Floor

Location

This is a weakened
section of floor. Creatures walking across this weak section of
floor must make a DEX check or fall 1d4x10 feet (at 1d6 damage per
10 feet fallen) onto the floor below. There is a 2 in 6 chance of
detecting a weakened floor.

76

Projectile Launcher:
Clay Trap

Mine

A clay pigeon is fired
from a hidden location, attacking as a Level 1 character, for 1d2
damage.

77

Projectile Launcher:
Crossbow

Mine

A crossbow bolt is fired
from a hidden location, attacking as a Level 1 character, for 1d6
damage.

78

Projectile Launcher:
Pitching Machine

Mine

A small ball is fired
from a hidden location, attacking as a Level 1 character, see Ball
Type Subtable below for damage.

79

Projectile Launcher:
Poison Dart

Mine

There are two versions
of this trap, the single dart launcher and the dart volley
launcher. Single Dart launchers fire one dart as a level 1
character that does 1d4 damage, plus a saving throw vs poison or
die. A Dart Volley launcher attacks as a level 1 character but
fires enough darts that each creature in 30 feet will be strike by
1d6 poison darts that do 1d4 damage each, and each dart that hits
requires a saving throw vs a class 1d8 poison.

80

Projectile Launcher: Saw
Blade

Mine

A circular saw blade is
fired from a hidden location, attacking as a Level 1 character,
for 2d4 damage.

81

Radiation Emitter Trap

Sensor

As per Radiation Trap,
Mutant Future, page 138, except the radiation emitter can be any
radioactive object.

82

Rotary Fan Trap

Location

Another machine hazard
(more commonly found in fiction to be honest) where the passage is
blocked by a rotating fan. It requires 10 strength points to stop
the blades from spinning and objects used to block the blades have
a 1 in 6 cumulative chance per round of becoming dislodged (i.e. 1
in 6 the first round, 2 in 6 the second round, etc.). Damage from
encountering the blades is 2d4.

Falling Net: Make a DEX
check to avoid being entangled in net. If entangled in net, cannot
attack or move unless a saving throw vs stun attacks is made to
get free of the net. A new saving throw may be rolled each round
until free of the net. Add +2 to the saving throw if using a
dagger or other short, bladed weapon to cut free from net, and a
+1 to the saving throw for each creature outside the net who helps
to free the victim. Falling nets can ensnare one man-sized
creature for every 10 feet of net size. Roll 1d4x10 feet for net
size. In addition to standard falling net effects, and electrified
net will do 4d6 electric damage per round of contact, this applies
to both those ensnared and those who attempt to help free the
victim(s).

89

Shock Trap: Jacob's
Ladder

Location

This trap acts as an
electrical barrier or fence. It does 40d6 electric damage per
round of contact. Save vs energy attacks for half damage.

90

Shock Trap: Plasma Globe

Location

A small globe projects
electric arcs over a 30 foot radius. 1d4 creatures in the area are
struck by electricity for 4d6 damage per strike. A save verses
energy attacks reduces damage by half.

91

Shock Trap: Tesla Trap

Proximity

A weaponized version of
the plasma globe that does 8d6 damage per strike out to 60 feet.

92

Siren/Alarm

Standard

Setting this trap off
results in a loud siren or alarm sounding. Increases wandering
monster encounter chances by double, unless the alarm is tied into
a security system, in which case encounter chances are tripled.

93

Snare Trap

Tension Cable

A classic trap. Make a
DEX check or be snagged by the snare and either raised up into the
air (typically ten to twenty feet) or flung into an object for 3d6
damage.

94

Spike Fence/Wall

Location

This is a hazard
modification to walls and fences where spikes, broken glass,
concertina wire, etc. are attached to the top of the wall, doing
1d4 damage if contact with the top of the barrier is made.

95

Spotlight Trap

Standard

This trap clearly
illuminates a 30 foot area out to 100 feet.

96

Spring-Gun

Tension Cable

This trap has a gun
(roll on Gun/Turret Subtable for type) connected to a door,
window, hatch, gate, or other access barrier by a tension cable.
Attacks as a 4HD creature.

97

Tripwire:
Barbwire/Razorwire

Tripwire

Make a DEX check at -4
or fall to the ground for 1d4 damage, additionally take 1d4 damage
from being cut by the wire.

98

Tripwire: Chain

Tripwire

Make a DEX check at -4
or fall to the ground for 1d4 damage.

99

Tripwire: Electrified

Tripwire

Make a DEX check at -4
or fall to the ground for 1d4 damage and take 4d6 electric damage
(or save vs energy attacks for half electric damage).

00

Tripwire: Monofilament

Tripwire

Make a DEX check at -4
or fall to the ground for 1d4 damage, additionally take 2d6 damage
from being cut by the monofilament line.

FOOTHOLD TRAP SUBTABLE

Roll

Size

Damage

Strength to Open

Movement Penalty*

1

Mouse Trap

1 point

4

N/A

2

Rat Trap

1d2

6

N/A

3

Otter/Fox/Raccoon Trap

1d3

8

-10%

4

Beaver/Coyote/Bobcat
Trap

1d4

10

-20%

5

Wolf Trap

1d6

12

-30%

6

Bear Trap

1d10

16

-50%

* If trap is not chained in place.

TRAP BAIT SUBTABLE

Roll

Bait

1

None

2

Roll on Random Artifact
Table

3

1d100 silver

4

1d100 gold

5

Food

6

None (10% chance of dead
body)

BALL TYPE SUBTABLE

Roll

Ball Type

Damage

1

Tennis/Racquet Ball

1d2

2

Softball or Golf Ball

1d4

3

Hardball or Cricket Ball

1d6

4

Billiards Ball

1d8

Note: Large types of balls, such as soccer balls, basketballs, bowling balls, volley balls, etc. would need a larger launcher, such as a (small) catapult.